Counter-Strike: Global Offensive

Release Notes for 2/28/2018

[MISC]

Weapon tracers for the local first-person player now appear to come from the weapon muzzle more reliably. Since bullets are actually fired directly along the crosshair, tracers may still be offset from the muzzle in cases where an object blocks the tracer from reaching its target. However, noise in the geometry near the target (like displacement geometry) should no longer cause this offset to happen as often.

Guns that fire a tracer every few bullets now have a tracer on their first bullet. Fixes weapons not firing tracers at all with sv_infinite_ammo 1.

Weapon viewmodels now reacts to weapon recoil & aimpunch. Can be disabled with “viewmodel_recoil 0”.

Add a cheat setting convar cl_crosshair_recoil. When enabled will make the player’s crosshair also react to weapon recoil and aimpunch.

Several fixes to address exploits and stability issues.

Added new replay storage and download domains to allow more reliable download of match replays from Perfect World official datacenters.

Game state integration (link) will now include players’ forward vector orientation when “allplayers_position” integration option is enabled.

Counter-Strike: Global Offensive

Pre-release Notes for 5/17/2018

The following changes are available in the 1.36.3.5-rc1 CS:GO Beta depot.

[GAMEPLAY]

General adjustments to ambient sounds:

Increased resolution and character of reverb effects to better reflect surrounding map geometry

Small mix adjustments

Improved vent destruction sounds and increased audible distance.

Added a new hitbox type for necks and applied it to the existing neck hitbox on character models. Bullets that penetrate the neck into the head will now count as headshots. This should make it more intuitive to tell when an attack from behind will result in a headshot.

Fixed ‘use’ key to more reliably pick up weapons on the ground and to not drop the active weapon if a replacement weapon cannot be picked up.

[MAPS]

Nuke:

Optimizations for low settings

Blocked visibility between silos inside A site

Ported over ShortNuke gameplay changes:

Removed Toxic

Vent no longer connects directly to B site, but has another exit close to double doors

Pushed new corner boxes on B site further back to prevent headshot angle towards ramp

Added solid background to yellow crane inside B site

Smoothed out some player movement

Overpass:

Lowered volume of ambient sounds in Overpass

Added grenade and player collision to fence cage near construction

Removed spooky shadow fading in when approaching T main entrance to B site

Counter-Strike: Global Offensive

Release Notes for 5/21/2018

Bomb logic now runs every tick when it is close to exploding or being defused, addressing some rare cases where an extremely close defuse would still result in the bomb exploding.

If a bomb would both explode and be defused at the same exact time, it will now be considered defused.

Prime accounts will now receive a warning in a Competitive lobby when they enter matchmaking with other Prime accounts whose Trust Factor may impact their matchmaking experience.

[GAMEPLAY]

General adjustments to ambient sounds:

Increased resolution and character of reverb effects to better reflect surrounding map geometry

Small mix adjustments

Improved vent destruction sounds and increased audible distance.

Added a new hitbox type for necks and applied it to the existing neck hitbox on character models. Bullets that penetrate the neck into the head will now count as headshots. This should make it more intuitive to tell when an attack from behind will result in a headshot.

Fixed ‘use’ key to more reliably pick up weapons on the ground and to not drop the active weapon if a replacement weapon cannot be picked up.

[MAPS]

Nuke:

Optimizations for low settings

Blocked visibility between silos inside A site

Ported over ShortNuke gameplay changes:

Removed Toxic

Vent no longer connects directly to B site, but has another exit close to double doors

Pushed new corner boxes on B site further back to prevent headshot angle towards ramp

Added solid background to yellow crane inside B site

Smoothed out some player movement

Overpass:

Lowered volume of ambient sounds in Overpass

Added grenade and player collision to fence cage near construction

Removed spooky shadow fading in when approaching T main entrance to B site